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Wilderness Online W.O.
Glossary/Info Dump I Races and Classes

Glossary/Info Dump I Races and Classes

[  WARNING!!  This will be a glossary/info dump and will be referred to as the manual in the story. This will be added to as the story goes on.

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  WARNING!!  This book does have action, adventure, and profanity this is the focus of the story.

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  Hunt, Stalk, Track

  These words all have a similar meaning.

  To follow prey.

  Welcome to Wilderness Online (W.O.)

  In W.O. anything can be prey.

  From mighty beasts to fragile fawns.

  Dragons, wyverns, bears, wolves, deer, and rabbit.

  All these creatures and more exist in this new world.

  You can do anything, hunt, fight, craft, build, and trade.

  You can be any race: beast-kin, elves, dwarves, goblinoids, giants, demons, and more.  Even a hybrid of two or more.

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  In W.O. players may only have one character.

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Races

  There are many different races inside W.O.  Each race has multiple subraces.  These subraces have many different specializations from the broad specialization of the main race.  For example, each elven sub-race has a magical and martial specialization, Drow have necromancers and assassins, Wood elves have druids and rangers, High elves have priests and paladins.  All evolutions grant +15 attribute points during the evolution.

  One star is the easiest of the races have easy beginnings and large amounts of safe areas and the minimum of exp gain but have the minimum of death penalties.  These are recommended for beginners and children. +5 additional attribute points during character creation.

  Two stars are a little bit harder you won't find anything too hard but bigger predators are added into the mix such as bears and big cats.  They have a mediocre exp gain and a mediocre death penalty. This is recommended for casual players. +10 additional attribute points during character creation.

  Three stars are weak magical beasts aka monsters and dungeons are thrown into the mix.  These race have an average exp gain and an average death penalty.  These are recommended for players that want to enjoy the full game experience but don't want it too easy or too hard. +15 additional attribute points during character creation.

  Four stars are where the amount of wilderness to settlements ratio grows to 6:1 there is more to explore but less support some skills and classes will have to be discovered by the players.  These races have an above average exp gain along with a harsher death penalty including the possibility of losing equipment. This is the last area for pure breeds, all areas have hybrids but those are usually races that have large disadvantages unless hybridized.  This is for players who like to play their games on hard mode. +20 additional attribute points during character creation.

  Five-stars are all hybrids of extreme conditions or one-four star advanced races (1-star evolution cap).  This is the max wilderness to settlement ratio at 8:1 the settlements are all forts to some degree due to the danger of the different types of epic monsters found there. This for the players who want to discover most of their skills and their classes on their own.  This is for the players who play games on Nightmare/Extreme modes and laugh while doing it. +25 additional attribute points during character creation.

  Six-stars are advanced races for two-star (evolution cap) characters and up.  (Not Starter Races)

  Seven-stars are advanced races for three-star (evolution cap) characters and up.  (Not Starter Races)

  Eight-stars are advanced races for four-star (evolution cap) characters and up.  (Not Starter Races)

  Nine-stars are advanced races for five-star (evolution cap) characters.  (Not Starter Races)

  (+1 Races are special Subraces and cannot be the main race.  They can only be added to Tiers 1-4.)

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  Differences Between Demons and Devils, Celestials and Nephilim

The difference between Demons/Celestials and Devils/Nephilim is that Demons/Celestials are immortal beings from another dimension while Devils/Nephilim are the children of said beings and a mortal being, usually a human.

There exist many variants of Demon and Celestials which is why specific species are identified as a variant of these immortal beings as a whole ex.  Demon (Balor Variant)  and as there are many different variants of these immortal beings so too are the same number of Devils and Nephilim they are also identified in much the same way ex.  Human/Devil (Balor Variant)  the only difference is that Devils/Nephilim also show a mortal race.

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  Advanced Races

Advanced races are races in the game that your character evolved into over a period of time but have more and more conditions that need to be met in order for your character to evolve.  Players need to reach a certain Overall level before being eligible to evolve.  One-third of the needed Overall level must be the Players primary class in order to evolve.  Once a player evolves a * appears next to their race and more * will appear depending on how many times you have evolved.

Material Items are needed as a ¨Catalyst¨ to perform an evolution.  Material items can be mana stones, elemental stones, different types of ores, specific herbs, or the body parts of, particularly strong monsters.

Once evolved the player's character level will reset back to zero (NOT their Class, skill or spell levels).  Once evolved a player´s racial traits will be added to or the traits will evolve themselves.  Players, when ready to evolve, are presented with a slew of options that are based on their actions in the game and will be ranked by how common the evolution is.  Prior evolutions will affect current evolutions as a rare evolution cannot evolve into a standard evolution it will instead evolve into a relevant rare variant of an evolution.

Example of goblin evolution with standard pattern.

(Start) Goblin --> Hobgoblin --> Orc --> Ogre --> Troll --> Behemoth (Finish)

Example of rare goblin evolution with rare pattern.

--Amphibian----Goblin Route------> River Hobgoblin -->  Lake Orc --> Sea Ogre --> Ocean Troll --> Abyssal Sea Trench Behemoth --> ???

(Start) Goblin/Sahuagin Hybrid --> ---one star------>-------two--> star-------------->-three star---------->--four star------------------------->------- 5 star-- (Finish)

-------Fish----Sahuagin Route------> Parrahgin --> Barracugin --> Shargin -->  Orcagin -->  Leviathan-kin --> ???

Players that start as one star characters will have the easiest time evolving, but their overall strength won´t increase that much.  Evolution trees depend on the type of common material items found and actions taken as a character.  One star players must reach an Overall level of 30 to evolve and 1 common material item minimum.  One star beginner characters have an evolution cap of five-star races.

Two-star players will have little difficulty evolving with a small strength increase.  Evolution trees depend on the type of uncommon material items found and actions taken as a character.  Two-star players must reach an Overall level of 45 to evolve and 1 uncommon material item minimum.  Two-star beginner characters have an evolution cap of six-star races.

Three-star players will have moderate difficulty evolving with a moderate strength increase.  Evolution trees depend on the type of rare material items found and actions taken as a character.  Three-star players must reach an Overall level of 60 to evolve and 1 rare material item minimum.  Three-star beginner characters have an evolution cap of seven-star races.

Four-star players will have a challenging time evolving with a significant increase in strength.  Evolution trees depend on the type of magical material items found and actions taken as a character.  Four-star players must reach an Overall level of 75 to evolve and 1 magical material item minimum.  Four-star beginner characters have an evolution cap of eight-star races.

Five-star players will have an extremely difficult time evolving with a monstrous increase in strength.  Evolution trees depend on the type of magical material items found and actions taken as a character.  Five-star players must reach an Overall level of 90 to evolve and 2 magical material items minimum.  Five-star beginner characters have an evolution cap of nine-star races.

Six-star players will have to complete a Heroic Quest, reach an Overall level of 105, and collect 2 rare magical material items minimum to evolve.  Evolution trees depend on the type of rare magical material items found and actions taken as a character.

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Seven-star players will have to complete 2 Heroic Quests, reach an Overall level of 120, and collect 2 epic magical material items minimum to evolve.  Evolution trees depend on the type of epic magical material items found and actions taken as a character.

Eight-star players will have to complete 1 Saint Quest, reach an Overall level of 135, and collect 2 legendary magical material items minimum to evolve.  Evolution trees depend on the type of legendary magical material items found and actions taken as a character.

Nine-star players cannot evolve any further.

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  Main-Class, Sub-Classes & Secondary Classes

A players avatar gets three class slots.  They may remove a class they don't want by going to a player or NPC with the Scribe class.  The Scribe class is one of the most difficult classes to obtain just because of the time it takes to gain it.  A player or NPC must do nothing but write for one in-game month doing nothing else except, eating/sleeping.

The first class slot is the Main Class your main class will give you the most buffs.  Your Main Class will give 2-6 buffs depending on whether it is a general, racial, breakthrough, or combination class.  Advancing the class will not change the number of buffs but the buffs themselves may change.  You will only obtain half your buffs before unlocking your subclass.

The second and third class slots are the secondary classes, your secondary classes will give you the least amount of buffs.  Your secondary classes will give 2-4 buffs depending on whether it is a general, racial, breakthrough, or combination class.  Advancing the class will not change the number of buffs but the buffs themselves may change.  You will only obtain half your buffs before unlocking your subclass.

If you gain a combination class that class will automatically be assigned as your main class. If you gain a second combination class whichever class resonates with your race more will be your main class.

Sub-classes are obtained by leveling up a class (main or secondary) to a required level, usually 2 or 3 for non-magic classes and 1 or 2 for magic classes.   Your sub-class will give bonus proficiencies and playstyle specific buffs.

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  Classes

  Each character can have up to three different classes, one main class, and two secondary classes. This includes fighting, crafting, and face classes.  There are four types of classes.

  General classes are classes that you receive from trainers/teachers/masters these are the most common.  Can have a max of three general classes.  Can have the same general class more than once.

  Racial classes are classes that synergize with your race and receive exclusive bonuses and skills for that class.  Can have a max of three racial classes.

  Breakthrough classes are classes that are unlocked when one class unlocks the majority of requirements of another class.  The classes then combine creating an effect similar to a Combination class as it still frees up 1 class slot, but not as strong as a Combination class because of lack of synergy between race and class unlocked.  Can have a max of two breakthrough classes.

  Combination classes are two to three classes that synergize with your race and each other combining into one class freeing up 1 to 2 class slot and unlocking exclusive bonuses and skills for that class.  Can have a max of two combination classes. 

  Advanced Classes are classes that are further specialized than the base class.  For example, a blacksmith advances > weapon smith advances > blade smith advances> swordsmith (general class: blacksmith)

  A general class can advance at every 25 class levels.

  A racial class can advance at every 50 class levels.

  A breakthrough class can advance every 60 class levels.

  A combined class can advance at every 75 class levels.

  Depending on what type of class it is a class can advance more often than others.  The higher amount of levels a class gains before it can advance the more powerful the class is.

  *Warning: some classes can only advance a certain number of times*

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  Professions aka "Jobs"

  A player can have any two professions that are chosen during character creation.  Professions are precursors to many different classes because they give bonus exp to certain activities related to the profession such as a crafter crafting.

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  The Base Classes

These classes are the base classes without any advancements or racial additions.  This is what all classes are at their core.

Base Classes can gain subclasses after a max of three levels in that class 

Combat Classes

Non-Magic Classes:  Masters of combat all have to start somewhere, here lay the beginning of the path to legends.

Warrior-  A weapons specialist class.  Proficient with all types of weapons and all types of armor (including shields).  Can fill the roles tank/scout/dps depending on playstyle.

Barbarian-  A class meant to do as much damage as possible and keep fighting until they drop.  Proficient with light and medium armors, two-handed weapons, and dual wielding non-light weapons.  This is a high dps class.

Ranger-  A class meant to scout an enemy's position and take them out from long range.  Proficient with light armor, dual wielding, and all ranged weapons.  This is a scout/ high dps class.

Brawler/Monk-  This class can start as either a Brawler or a Monk depending on where the class was learned ie. Brawler would be taught by street fighters and such whereas the Monk class would be taught by religious factions, martial arts dojos and a military training area.  The class is also chosen based on which attribute is a major focus.  A class that refuses to use any weapons (with exceptions) or armor preferring to enhance their body/movement and fight with their fists.  Cloth/light armor, staff, and exotic weapon proficiency.  This is a dps/scout class.

Rogue-  A class that does everything from stealing wallets to picking locks.  Proficient with light armor and small blades.  This is a high dps/scout class.

Magic Classes:  Masters of the Arcane arts have many branches of study here is where they lay the foundation.  (Note: Proficiencies are dependent on subclass) 

Shaper-  This class bends magical forces to their will to create spells.  Role dependent on playstyle.

Healer-  This class heals you and your allies but depending on where they get their power from can heal very differently.  This is a support/healing/crowd control/low dps class depending on playstyle.

Conjurer-  This class summons beings to a masters side by creating bodies made from the aether of the world.  Role dependent on playstyle and summons.

Maker-  This class creates minions by magically animating materials that are available.  Stone or bone it matters not to them.  Role dependent on playstyle and creations.

Utility Classes  (Combat and Non-Combat)

Face Classes:  They create music, they make deals, and they basically charm the pants off of you.

Bard- Musicians, singers, and storytellers, they enchant the crowds and enemies with their abilities.

Enchanters- A magic class that affects how the mind sees things.  Powerful in the Mental branch of Neutral magic they help others recover memories, block traumatic experiences, hypnosis, etc...

Contractors- A magic class with a unique set of abilities, they can be lawyers, loan sharks, anything as long as they can make a deal.  They make deals for anything money, rare items, stat points, levels, titles, etc.  But whatever you do don't go back on the deal.

Merchant- A non-magical class that has a few magical abilities deals with buying, selling, and trading goods.  Also moving those goods from place to place.

Slaver- A magical class that deals with acquiring and trading slaves.  Entities affected by class are; players, NPCs, and monsters.

Bounty Hunter- A magical tracker class that deals with hunting criminals.

Courtesan- A class with minor magic abilities.  Need I say more...

Spy- A magical class that specializes in infiltration, and espionage.

Non-Combat Classes

Crafting Classes:  They take raw materials and turn them into works of art, destruction, or both.

Blacksmith-  A crafting class that takes metal or items with qualities similar to metal to make weapons and armor.

Leather Worker-  A crafting class that takes leather and cloth or similar materials and turns it into cloth and light armor.

Tailor-  A crafting class that makes clothes.  

Jeweler-  A crafting class that makes jewelry.  Such as necklace pendants, bracelets, anklets, rings, earrings, and other piercings.

Carpenter-  A crafting class that takes wood or similar materials and make furniture or wooden weapon components such as a spear shaft or bow.

Craftsman-  An all round crafting class that dabbles in everything but can't master anything.  Jack of all trades master of none.

Alchemist-  A crafting class that using science and a bit of magic to make healing potions, poisons, or tinctures that will get you out of trouble.

Runecrafter-  A crafting class that works with other classes to give their works power of their own.  Swords of fire, spears of lightning, these were created by those of the past and more.

Engineer-  A crafting class unlike the others where they focus on objects wielded by heroes, this class builds castles, fortresses, bridges, and siege weapons.

Production Classes:  The life-blood of all the classes without them they would have nothing.

Lumberjack-  A class that provides wood for the fire or a limb for the bow.

Herbalist-  A class that provides plants to the alchemist so you heal as quickly as you can.

MIner (Metal)-  A class that provides metals for the forges to make the weapons strong.

Miner (Stone)-  A class that provides stone for engineers to make buildings last a lifetime or two.

Scribe-  A class that keeps order in the madness and help others fix past mistakes.

Cook-  A class that brings food from the hearth to fill the bellies of all.

Tanner-  A class that takes the skins of beasts and monsters alike and turn it into leather to be made into armor.

Farmer-  A class that works away from the cities to give produce to all.

Gatherer-  A class that forages and scavenges whatever they can find in the wilderness which is its home.

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  Pets/Familiars

Pets are beasts or monsters that the player meets in the game that they had a special interaction with.  Pets have their own status screens and can level up and evolve on their own but need a catalyst to evolve into certain beasts.  It is better to find your pet when it is young or in a weakened state such as when it injured.  (Note: Do not injure or have others injure a creature just to heal it.  It will remember what happened and react accordingly to its experiences.)  When pets are inactive or you traveling to fast for them to keep an even pace with you can pull on your connection to them and they transform into a tribal tattoo that resembles them.

Familiars are beasts or monsters that are summoned by magic users to enhance certain types of spells.  The magic users include Shapers and Conjurers.  Familiars, like pets, have their own status screen and can level up on their own.  Unlike pets, they need catalysts to evolve and permission from their summoner.  When in passive mode familiars transform into an item depending on how powerful they are such as a figurine, a ring, or an amulet that automatically equips onto the summoner.

Another thing about pets and familiars is that they don't have a permadeath.  If they are defeated in battle they retreat into their tattoo or item.

Only certain Subclasses may have multiple pets or familiars.

(Note: the minions that Makers create can transform into a bead made out of its primary material.  These creations can be destroyed permanently.)